3d-bloom-scene
Skill0 starsChanged 30 days agoMITView on GitHub
Scaffold a Three.js scene with bloom post-processing, atmospheric lighting, and fog. Use when the user asks for a Three.js scene, bloom or glow effects, or an atmospheric 3D hero visual.
We split this skill into the rules it gives an agent
1 rule. About 0 are common, 1 is distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈1
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 9
Ask the user which framework context they're using:
≈ “Common” is an estimate: at least 1 in 5 of the 308,232 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Set up a Three.js scene with UnrealBloomPass post-processing, atmospheric lighting, and fog. This creates a cinematic, glowing aesthetic ideal for data visualizations and 3D UIs.
What to generate
Ask the user which framework context they're using:
- Standalone Three.js — generate a plain
init()function - react-three-fiber — generate a
<PostProcessing>component using@react-three/postprocessing - react-force-graph-3d — generate a
useEffecthook that taps into the ForceGraph3D ref
Then generate the following setup adapted to their framework:
1. EffectComposer Pipeline
import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js";
import { UnrealBloomPass } from "three/examples/jsm/postprocessing/UnrealBloomPass.js";
import { OutputPass } from "three/examples/jsm/postprocessing/OutputPass.js";
// Tone mapping — ACESFilmic gives natural HDR rolloff
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.1; // >1 brightens, <1 darkens
// Composer chain: render scene → bloom → output correction
const composer = new EffectComposer(renderer);
composer.addPass(new RenderPass(scene, camera));
const bloom = new UnrealBloomPass(
new THREE.Vector2(width, height),
0.9, // strength — how intense the glow is (0.5-1.5 typical)
0.4, // radius — how far glow spreads (0.1-1.0)
0.85 // threshold — minimum brightness to bloom (0-1, lower = more glow)
);
composer.addPass(bloom);
composer.addPass(new OutputPass()); // Required for correct color output2. Atmospheric Fog
// Exponential fog — objects fade into background at distance
scene.fog = new THREE.FogExp2(0x060612, 0.0015);
// Color should match your scene background
// Density 0.001-0.003 for subtle depth, higher for dramatic falloff3. Dual-Light Rig (Cool + Warm)
// Ambient base — tinted slightly cool for depth
const ambient = new THREE.AmbientLight(0x8888cc, 0.7);
scene.add(ambient);
// Primary light — cool accent (upper-right, brighter)
const p1 = new THREE.PointLight(0x4fc3f7, 1.0, 900);
p1.position.set(250, 250, 250);
scene.add(p1);
// Secondary light — warm accent (lower-left, subtler)
const p2 = new THREE.PointLight(0xe07c4f, 0.6, 900);
p2.position.set(-250, -150, -250);
scene.add(p2);4. Materials That Work With Bloom
For objects to glow, they need emissive properties:
const mat = new THREE.MeshStandardMaterial({
color: nodeColor,
metalness: 0.15, // Low metalness for soft look
roughness: 0.25, // Slightly glossy
transparent: true,
opacity: 0.85,
emissive: nodeColor,
emissiveIntensity: 0.3, // Controls bloom brightness per object
// Increase to 0.5-0.8 for highlighted/selected objects
});5. Cleanup Pattern
// Return cleanup function to prevent light/fog accumulation on remount
return () => {
scene.remove(ambient);
scene.remove(p1);
scene.remove(p2);
scene.fog = null;
composer.dispose();
};Important notes
- The
OutputPassat the end of the composer chain is required — without it, colors shift incorrectly after bloom - For react-force-graph-3d, set
postProcessingComposeron the ref:fgRef.current.postProcessingComposer = () => composer - Bloom threshold controls what glows: lower = more objects bloom, higher = only bright emissive objects
- Light colors should complement each other (cool primary + warm secondary creates visual depth)
- Fog color should match scene background for seamless fade
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